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All Posts by maskedweasel

All Posts by maskedweasel

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Originally posted by makasouleater69
Originally posted by mgilbrtsn
They are video games, and I've never gotten made over one.  I can get frustrated, but that's about as high as I go.

 

So either your completely dead inside, a monk,or a troll trying to make people feel bad for getting angry. I'm guessing dead inside.

Definitely the NGE. 

 

Those that say they don't get mad over games likely have never had their time, money, and overall most enjoyable hobby taken from them by company greed.  If that doesn't make you mad because its a "video game" then you don't understand how hobbys effect your... "real life" 

While I love being horny as much as the next guy I still just cannot get excited about the warhorn.  The tempest sounds okay, and I'll be interested to see how it all shakes out in practice.  It definitely sounds like a lot of people are going to go this route because it seems AOE focused, and won't penalize mobility that dagger main hand gives you. 

 

I think staff is going to need some love now. 

Originally posted by Franconstein
Originally posted by maskedweasel
Originally posted by Franconstein

Originally posted by maskedweasel

The issue is that all content can pretty much be tossed up to end game content.  I play the game off and on, but recently I've been playing it more with the expansion incoming.  There really is only so much you can do...  so your end game content literally becomes achievement hunting, item hunting, or ranking. 

 

Why do you need a permanent game? Why can't you just play it while it's fun, and then move on to the next one? If you spend $50 on a game that you enjoyed for 100+ hours, isn't that good enough? Even if the game were shorter, enjoying it makes it worth the price tag. I never understood the idea behind marrying one game for eternity.

 

 

 

There is no issue with playing something while its fun,  but people tend to like to know how much fun they'll get out of their 50 dollars.  When you buy an MMO you tend to consider it an investment of time and in many cases money.  This game has plenty of timesinks, but most of them are trivial, thats all I'm really saying.  Pretty much what you do at level 1 is what you do at level 80 with only two different options which are dungeons and the fractals at higher levels with negligible rewards, but the major rewards people should be interested in require daily login... those that don't log in get penalized.  They expect you to want to keep playing everyday -- I'm just saying.. theres really not much to keep you here.

 

And I believe that you're missing my point entirely. What I said earlier, and I insist on again, is that there SHOULD NOT be a reason to "keep you there". The game should have a start and an end. Once you've reached it, you go do something else, or start over. You know, like every other game that isn't a modern MMO.

But it is a modern MMO.  They expect you to login everyday.  The best account based rewards require it. All I did was point that out alongside that there isn't anything else available that keeps you playing aside from what I previously mentioned.  For some that means a game worth paying 50 dollars for,  for others it doesn't. 

Originally posted by Franconstein

Originally posted by maskedweasel

The issue is that all content can pretty much be tossed up to end game content.  I play the game off and on, but recently I've been playing it more with the expansion incoming.  There really is only so much you can do...  so your end game content literally becomes achievement hunting, item hunting, or ranking. 

 

Why do you need a permanent game? Why can't you just play it while it's fun, and then move on to the next one? If you spend $50 on a game that you enjoyed for 100+ hours, isn't that good enough? Even if the game were shorter, enjoying it makes it worth the price tag. I never understood the idea behind marrying one game for eternity.

 

 

 

There is no issue with playing something while its fun,  but people tend to like to know how much fun they'll get out of their 50 dollars.  When you buy an MMO you tend to consider it an investment of time and in many cases money.  This game has plenty of timesinks, but most of them are trivial, thats all I'm really saying.  Pretty much what you do at level 1 is what you do at level 80 with only two different options which are dungeons and the fractals at higher levels with negligible rewards, but the major rewards people should be interested in require daily login... those that don't log in get penalized.  They expect you to want to keep playing everyday -- I'm just saying.. theres really not much to keep you here.

The issue is that all content can pretty much be tossed up to end game content.  I play the game off and on, but recently I've been playing it more with the expansion incoming.  There really is only so much you can do...  so your end game content literally becomes achievement hunting, item hunting, or ranking.  

 

Achievement hunting I personally find dull,   item hunting has some merit if you like new skins for your gear or you want the best of the best - including different legendaries -- and rankings.. well ranking doesn't mean very much.  Top rankings are always about the amount played not so much how well you've played.

 

Its worth a daily login for, and to check out new content, but for people looking for a game that will hold your attention for multiple hours a day indefinitely, this game likely won't engross you quite that much. 

Originally posted by Aeander
Originally posted by rojoArcueid
it would have been cool if the advanced professions allowed each class to wear another set of armor (cloth, medium, heavy) based on the advanced profession type. Elementalist would make an awesome melee battlemage in GW2

 

That isn't going to happen for two reasons:

1) The difference between armor classes is trivial. It's a 10% armor difference between light and heavy. That's weaker than many traits.

2) It makes little sense from a gameplay perspective. Requiring a certain specialization be equipped to wear an entire suit of gear would only bloat inventories and create unnecessary costs for the player. A terrible idea given that there is a major emphasis on adaptation and build swapping in Guild Wars 2 (when it works as intended).

 

Weapons expand gameplay and create new playstyles. Armor classes, unfortunately, don't.

Well, that and the fact that eles don't need heavy armor to be a "battlemage".  Even cele ele's can out tank most pure defensive heavy class specs.  

 

The only difference would be a slight increase of armor rating and the visuals.  Visually it could be cool to have the option of medium and heavy armor choices to mesh each class with,  but I wouldn't build a whole new specialization based around an armor type just so I can look different.

I wanted a sword also... the warhorn is disheartening.. especially since focus is one of the best offhands available.  Ele really needed more main hand weapons...  just like with the shield for mesmer.. can't help but feel a little  cheated.. but I'll wait to see what exactly they have going on.
I'm really interested in hearing about it seeing as how its the class I play the most.  They really need to hurry it up though.

There really isn't an issue primarily because most events roll around again in a few minutes.  Most new players at this point likely don't even know enough about the game to really be disappointed that they miss an event.  Leveling is so trivial, even a new player just learning the game would have a max level character in a month with low playtime per day.

 

The only real issue with 80s that I can see, is the dungeon requirements.  So many people want level 80s for even the lowest level dungeons, and you'll hear them say that its impossible to do without 80s.  Thats ridiculous, and they need to revamp the system a bit so that low level players can get into dungeons and not be penalized for it.  Too many people discriminate against the lowbys., 

I think the progression system seems interesting, but mostly I am interested in checking out the classes.

The problem is, money is blind.  Thats the main issue here... utilizing a food analogy, you can select a mid range restaurant like TGI Fridays or Chilis and review it against a burger from a place such as Mcdonalds or Burger King -- but people would say.. "why aren't you comparing the same types of restaurants"  Fast food should go with fast food.  Crowdforging should go with Crowdforging.   Early access games should go with early access games.

 

The problem with PFO is that they're making you pay for a Restaurant Chain burger when the offerings are much more in comparison to fast food.  

 

They don't care who gives them money,  they won't say "hey you aren't interested in crowdsourced games, we refuse your money"  but when it comes to people expecting and reviewing the game based on their experience in comparison to what they pay?  Then they want to complain its not fair footing?  Doesn't add up.

Originally posted by Pyuk

It hasn't changed. Gear grind is alive and well. You can look at the new content, but if you don't have the gear score, you'll never actually play it. Profit!

I'm actually surprised this game is still running because of that ridiculous combat rating restriction.

I'm glad I'm not the only one that feels that way.  Game is great,  just... that end game.... blech..  rather get bataranged in the face then grind for gear score.

Originally posted by Phry
The game pretty much failed on PC, but on Console it seems to have fared far better, its a bit dated now but it probably compares well to games like Marvel Heroes, if anything its probably superior to Marvel Heroes, as i don't think you have the option to create a character in that game

Graphically its pretty up there in comparison to other MMOs. I mean when you say dated, the majority of the content is, yes,  but it still looks great, especially in comparison to games like GW2, WoW and even some newer games like Wildstar.  

 

So many great points to this game, and while they have added some decent content over the years, it wasn't enough to keep me.  Still one of my favorites though. 

Nah DCUO still has the best combat system of any MMO out there to date.  It almost requires the use of a controller, but who cares.  No other MMO has combat as visceral and exciting.  You have to watch your opponents and determine which combos to use on top of your other skills.

 

Last I played the game fell flat at end game.  All the alerts were okay and the raids were gear gated, and it was tough enough finding teams that could complete the ones I had gear for.

 

Playing the iconic characters was fun, though it was always full of the new character of the month that wasn't balanced properly.  There was robins staff twirl, and Banes ...well everything, then catwomans reflect and whip, then bizarros aoe punch etc. etc.

 

The world and the movement and the stories its all great.  A really great game.. and its very close to being the game for me, but it stops short with end game options and gear gating.  At least in GW2 I can play anything I want anytime.

 

And who cares if you level to max in a week?  I level all my GW2 characters to max in a day?  Thats 80 levels.

Originally posted by NightHaveN
And while may look excesive in terms of the amount of HP, most of those encounters have a time limit before boss became unkillable and the event fails.

To add some stress to the fight, the boss should take certain time depending on the X damage the full group is doing, and technically no different from timed bosses in raids on other games where not enough dps and missing the timer = wipe.

But a change in dynamics in those bosses is always welcome.

thats the problem, they didn't adjust the time limit, they didn't say.. "this boss used to take this long, with condition damage uncapped it takes this long,  we need to adjust HP this much"  they just doubled the HP and said "that should do it"  and it doesn't.  It doesn't do it at all, it makes bosses boring, it makes some bosses impossible to kill in the time frame, just overall its a poor way to do it.  The time limit isn't an issue when you don't gate the time frame you're able to DPS an object, but they've kept burn phase mechanics - doubled the HP - and kept the time limit the same with conditions never reaching max, and the majority of PvE DPS running similar specs as before.

 

Simply put they overestimate the amount of DPS people were doing across the board.  If we're having issues on Blackgate.. one of the busiest servers with some of the best players, then I could only imagine how defeating it is for other servers to try and accomplish these bosses in the given time limit. 

Originally posted by BadSpock

As a fairly hardcore Destiny player, I can tell you that the answer is undoubtedly and resoundingly NO.

Add more mechanics.

Add/change more interesting mechanics.

Worried about a world boss dying too fast?

Make them immune to all damage until X happens, and then you get a "burn" phase for Y, and during Y you can only remove Z% of the bosses health, and then have to cycle through different phases/objectives in order to hit that burn phase again (and again) in order to defeat it.

Or make it so when the boss hits X% health Y happens - and because Y happens it's nearly impossible to keep burning the boss down without dying, you have to deal with mechanic Y first.

That is good encounters design.

 

Just adding more HP or making the boss do more damage etc. is cheap, boring, and both an unfair and uninspired way to artificially raise difficulty.

Any encounter, any design will become "easy" once players figure out the pattern. Don't fight it. Don't make the pattern easy and the numbers unfair.

Make the pattern more complex and the numbers fair.

That's how you do it. Ask WoW. Ask pretty much any Zelda game made since N64. Ask the guys (Luke Smith and co) who designed Vault of Glass in Destiny, and normal mode Crota in Crota's End (but not the idiot(s) that designed Hard Mode Crota or Skolas in House of Wolves.)

Thats the problem,  they do have boss encounters like that where you have to wait for burn phases.. in fact most of the boss monsters are like that.  The issue is that the health pool has increased but the difficulty stays the same.  So what you find is that MORE burn phases are necessary, but the fear of death doesn't change.  Sure you might have a few people go down and die in a huge fight, but chances are they'll get rez'd fast and those people are the same ones that went down in the fights before they changed the HP too.  

 

I mean SB used to only have what.. 4 - 6 burn phases?  When I did it last weekend it was at least 10 burn phases if not more.  That isn't balancing for the additional DPS given by conditions, they needed a small incremental increase... 25%, 30%... not double the health. 

Originally posted by Righteous_Rock
Instead of adding hp then, why not add more ai and divide up to responsibility. A boss fight doesn't just have to be one ai, I think it would be real interesting if everyone was counting on each other, and yes the actual fight could be longer than a minute without making it boring, let's say a group holds a boss up while others in the group eliminate the adds, the adds would be one shot capable and so would you, and once they were defeated a vulnerability to the main boss would be exposed in which you must rely on an accurate and precise killing blow or face imminent defeat and have to do it all over again, the fights would essentially become a masterful harmonic synergy of the efforts from the group, you rely on each other, you live and die together and you create epic moments that hhighlight heroes amongst your peers. ie... we missed on the first opportunity and boss X wiped over half the group, but the unlikely heroe among us was ready when the beast exposed his weakness one more time before he finished the rest of us off and little Suzy, the unlikely heroe pulled back her slingshot and slayed the beast, we will never forget the day a the town was saved by Suzy.

they already do have bosses like this, but even with that they increased the health of some of the main boss monsters because the "burn" phases were just going too quick now that conditions can be stacked so high.  

Originally posted by MissAdventure
Originally posted by Sovrath

While having a sufficient amount of hit points is important (I disagree with the poster that the fight should be less than a minute) as you don't want these bosses essentially being "one shotted by a group" you want the fights to be interesting.

How about better AI? Scripting interesting fights that are hard because of the boss's decisions?

 

^

 

Creating HP sponges is lazy design.  Using CC spam (knockbacks, etc) is also terribly lazy design, but it seems that the ANET team likes doing both of these things. 

 

The problem is, they really like their zergs.  So, to make sure that everyone can participate (within reason), they simplify the effort needed so the average to low skill player can still contribute to world bosses.  HP sponges, and jumping around/dodging like spastic muppets is really easy to program, and relatively easy for the general population to combat.

 

If they, and heaven forbid, made the AI challenging and introduced mini events that could make you fail a world boss, dollars to donuts the forums would erupt in rivers of tears.  Remember, this is Costume Wars 2, not Dark Souls.  You can't break a sweat or think too hard when you are looking so amazingly pretty.

 

There are challenging boss battles, world bosses much less so in the grand scheme of things, but the world events in SW and DT are fairly challenging.  Granted there is only so much you can do so that everyone can complete these events - but some of the dungeon bosses and living world bosses show that they can create challenging content. 

 

I don't think zergs are what they specifically cater too its just... world bosses are always zerg parties, and so is WvW (or open world PvP).  It usually caters to larger groups, and because of that there is a limit to how tough or challenging you can make it.

Personally I feel like the double HP is annoying as others have said.  It makes me not even want to do those bosses as the rewards are rarely anything to write home about and there are other, faster ways to get rewards.  I think when they raised the caps on conditions they should have also allowed bosses to dish out more condition damage rather than just make it longer for people to kill them.

 

I really think they should largely leave early boss fights alone that people have been completing for 3 years.  Evolution is important, but that should be for the big picture game, make the new bosses tougher,  add MORE bosses,  instead of turning content people used to do and enjoy into hassles. 

Originally posted by grimal
Originally posted by maskedweasel

People who play the game and want to play the new content will buy it regardless.. thats why it works this way.  New players get the new expansion and the old game because you can't play one without the other.  Complaining about that is stupid.. as if you want to get the next expansion and the previous one for free... just don't buy this expansion and wait for the next.

 

I mean you're making the right points... price will be dictated by time.. it has nothing to do with having "less"  A new player getting the game not after 3 years is not equal to a veteran player that has played for 3 years.  I mean for example my new character is already level 80 and I haven't even created him yet.  Theres no possible way a new player can start the game and be able to fully level, equip and play every bit of the game out of the box.    People are so quick to forget the 3 years they've played the game.

 

As for what content is upcoming...  doesn't mean a thing. I've bought full retail games that didn't last a month.  You could make much worse gaming purchases in your life than this expansion if you've played GW2 more than 4 or 5 months in the past 3 years.

Ad hominem.

And yet still relevant. fancy that.

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